Brooklyn Art & Design

20 Ways to be a Better Designer

|
Taken from the Design Mind series published on the GOOD magazine website. Written by Laura Seargeant Richardson.

Everyone has moments in their career when they look back and think, “If I had only known then what I know now….” After 15-plus years as a designer and design researcher at places like IBM, Trilogy, M3 Design, and now frog design, I know I certainly have. Which is why, now that I’m a veteran, I’d like to give share some advice with young designers just starting out. If I could be your mentor, this is what I would tell you:

|

1. Get the book

|
We all have a book that grabbed us by the throat and never let go, forever changing how we look at our profession. For me, that book was Sparks of Genius, The Thirteen Thinking Tools of the World’s Most Creative People. The design process is, ultimately, the ability to creatively solve problems—and in our profession, we need to be better at it than most.
|

2. Get the obscure book you’ve never heard of

|
While it’s an older book, The All New Universal Traveler – A soft-systems guide to creativity, problem solving and the process of reaching goals is still juicy today. It was written by architecture professors from California Polytech and the School of Architecture and Environmental Design, and presents a ton of research condensed into a tightly packed form.
|

3. Choose a topic that fascinates you and learn it inside out

|
This is how you become an expert. Your topic might be as broad as sustainability, or as narrow as a specific method like body storming. Over the last 10 years, I took on three provocative topics—emotional design, design research, and participatory design—and I just recently look on another: synesthesia.
|

4. Write, blog, and speak on that topic

|
You’re an expert once you feel comfortable calling yourself an expert. Take Jakob Nielsen, who began blogging about usability back in the late 1990s. He became recognized as the source on usability because he was consistently churning out information on the topic. Were there other experts on usability? Sure. But Nielsen developed the early point of view, and wrote provocatively about the subject.
|

5. Learn Something New Every Day

|
Every designer should be on a quest to see the world with fresh eyes every day. This might be learning something—a bit of trivia, perhaps—that helps you see the world a little differently. For example, today I learned that cats can’t taste sugar. This may sound trivial, but it could lead to a whole host of ideas. And so could the fact that they have hooks on their tongue to lap up water.
|

6. Create a New Idea Every Day

|
At one point I was twittering a new idea every day. (Example: “Product Idea #1: Skin Pens > did you ever write notes on your hand? i still do. i want a pen for skin writing on the go.”) Now I file them manually. People will say that ideas are a dime a dozen, but I think they’re wrong: I think the first 10 might be worth a dime, but the last two could be worth their weight in gold. I would suggest that the designer without an idea isn’t a designer. Record them, capture them, and go back to them.
|

7. Experiment

|
Good designers experiment. One of my favorite examples is from fellow frog Michael McDaniel, who conceived of portable housing after Hurricane Katrina. When he didn’t get immediate interest from government agencies, he  built a full prototype in his backyard. I’ve experimented with measuring emotion through sound, and a scent alphabet, to name a few. When you do experiment, push the edges.
|

8. Learn as many frameworks as you can

|
In 2008, a design team at M3 (where I was working at the time) went through 400 design research methods, reduced the redundancy, and then sorted the remaining 250. This exercise, while daunting, was incredible: For the first time, a designer could see the research methods, or “frameworks,” that existed in the design space. The point is, you should get comfortable moving beyond just brainstorming and start structuring data in such a way that it drives insight and innovation. When you get comfortable with many frameworks, you’ll start creating your own. The only caveat is not to rely on them, because not everything can be modeled in a framework that already exists.
|

9. Choose variety over anything else

|
I turned down an offer that paid more to come work at frog. I’ve never regretted that decision. If anything, frog has made me crave variety in such a way that I doubt I’ll ever be able to commit to just one industry. I’ve done everything from cell phone interaction design to social networking strategy, and from the future of electric vehicles to emotional medical identification. I would recommend to anyone that when you stop learning, it’s time to move on.
|

10. Model or draw (all the f*@#ing time)

|
To be good at anything, you need to do it a lot. And to be really, really good, you need to do it all the time. I don’t care how great an idea is, if you can’t model it, prototype it, or draw it, then you’re screwed. If you learn nothing else from this blog post, please find a way to learn how to make your ideas tangible. This can be through graphic design, sketching and rendering in Alias, a flash prototype, photography, video, whatever. Just learn the tools of the tangible.
|

11. Never stop learning

|
While I use most of my projects as learning vehicles, I find that this isn’t enough.  You should never stop learning. What would you learn and how would your view change if you went to 1,000 meet ups? As designers, our minds need to be as flexible as possible. Learning something new helps us see more and more possibilities and make connections that previously weren’t there.
|

12. Be naïve (and believe in two-headed cows)

|
I was voted most naïve in highschool; as a designer, that means I believe anything is possible. That ability to suspend our disbelief is key to innovation and design. I remember a co-creation session with teenagers and their ideal group game. Somehow the topic of Charlie and The Chocolate Factory came up and the idea of lickable walls. Rather than discard that idea as ridiculous, the alternative is to use it is a catalyst for design possibilities. We use this type of thinking in our frogTHINK ideation as provocation. What do you believe is definitive and what would you gain from pretending it wasn’t? The only limits are in our minds.
|

13. Develop a personal brand

|
You may think this goes without saying, but I’m not talking about merely having a blog. Instead, you need to really understand who you are and what you bring as a designer. My favorite example of this is from an interview candidate we’ll call TC. TC knew what her abilities were, her best strengths, and her ideal roles not simply from knowing herself, but by asking 55 people the following questions, “What three adjectives would you use to describe me?” “Which of my skills provide the most value to an employer?” and “Finish this statement, ”TC, you should be…” The results were included in the back of her portfolio. Knowing yourself from others’ viewpoints will help you clarify your direction and help sell yourself to prospective employees.
|

15. Get incredibly comfortable speaking

|
Join Toastmasters if you must (one of our creative directors did). Designers must constantly be able to promote their ideas—whether on an internal team, to a client, or on the podium. When I run through a presentation, I generally visualize the entire presentation in my mind. You need to get incredibly comfortable with the articulation of, the presentation of and the defense of ideas. I would also recommend improv training because nothing ever goes as expected.
|

16. Learn the art of wabi sabi

|
The art of “wabi sabi” is knowing there is beauty in the imperfect. We learn through trial and error, through mistakes. There is no such thing as “perfect” in design. There are different viewpoints, more than one solution and opportunities everywhere. Let go of the word “perfect” and focus on what really matters – designing for people the best that you can and the ability to be easy on yourself. There are no SATs for design (or the presidency, for that matter). If there were, every answer would be “D., All of the Above.”
|

17. Know the designer’s paradox: Hurry up and think

|
Every year, I see the design cycle shrinking. As a discipline (of design) we have reached the inner limits of our creative gestation – in other words, the minimum time it takes to innovate. Creativity = Area of Focus (Existing Knowledge + New Discovery) * Time. The time in this equation is used to think. We are often expected to do more with less time. While you may have had the luxury of time in school and occasionally in the design industry, get ready for a much faster paced process. And to keep the insanity at bay, read Carl Honore’s In Praise of Slowness.
|

18. Grasp the idea of “sfumato”

|
Designers deal with lots of ambiguity. Not only in the actual process, but in allowing an answer to develop. Phrases like “creative juices” and “ideas percolating” describe the internalization we do to bring order and clarity to the chaos. When designing “the future of…” anything, you (and your team) need to be able to design comfortably in ambiguity—you may not have THE idea immediately or have a clear path or process to get there. The very act of design is the process of discovery. Allow yourself the time to discover. And yes, I realize this seems hypocritical to #17.
|

19. Try to find the most unusual or obscure angle. We call these outliers.

|
My path was set the day I received the “Anti-Coloring Book” for my fifth birthday. I started to really enjoy extremes and took creative risks in school. I’ve translated this into design, for example, by developing ideas for the WTC memorial through analyzing hundreds of photographs and the artifacts they contained. This obscure approach led to the idea of the largest blood bank in the world located at the WTC site. In research, we specifically look to outliers for unique thinking and things not considered. Here you’ll find your inspiration. Here you’ll find design.
|

20. Train Your Brain (to think like a designer)

|
In the last five years the concept of neuroplasticity (a malleable brain) has taken the medical field by storm. Experiments have revealed that playing the piano and imagining playing the piano have the same neurological effect. Additionally, rats in an “enriched environment” (toys and exercise wheels) have a substantially enlarged brain and more neural connections. We should strive to play the imagined piano, we should strive to be in an enriched environment. Buy Crayola’s 3D glasses (with chalk) and play.

P.S. One final, but important note: We are all designers. Without taking anything away from the design industry, we need more people in all industries to recognize the impact that comes from their “designs”—whether it’s a doctor’s diagnosis or a teacher’s curriculum or a government employee—every human is a designer. As a discipline, we are trained to creatively solve challenges, to consider the future implications, to consider those other than ourselves. Our world is by design and we need more designers than ever before to handle the evolving world. I ask one thing of you in closing—teach one child design thinking or empower an adult by telling them they are a designer. We can all make a difference.

Filed under: Design Principles

Thirteen Reasons to Choose a Typeface

Posted in the Design Observer (www.designobserver.com) by Michael Bierut.

1. Because it works.

Some typefaces are just perfect for certain things. I’ve specified exotic fonts for identity programs that work beautifully in headlines and even in text, but sooner or later you have to set that really tiny type at the bottom of the business reply card. This is what Franklin Gothic is for. Careful, though: some typefaces work too well. Frutiger has been used so much for signage programs in hospitals and airports that seeing it now makes me feel that I’m about to get diagnosed with a brain tumor or miss the 7:00 to O’Hare.

2. Because you like its history.

I’ve heard of several projects where the designer found a font that was created the same year the client’s organization was founded. This must give the recommendation an aura of manifest destiny that is positively irresistible. I haven’t had that luck yet, but still try to find the same kind of evocative alignment. For instance, I was never a fan of Aldo Novarese’s Eurostyle, but I came to love it while working on a monograph on Eero Saarinen: they both share an expressiveness peculiar to the postwar optimism of the 1950′s.

3. Because you like its name.

Once I saw a project in a student portfolio that undertook the dubious challenge of redesigning the Tiffany’s identity. I particularly disliked the font that was used, and I politely asked what it was. “Oh,” came the enthusiastic response, “that’s the best part! It’s called Tiffany!” On the other hand, Bruce Mau designed Spectacle, the book he created with David Rockwell, using the typeface Rockwell. I thought this was funny.

4. Because of who designed it.

Once I was working on a project where the client group included some very strong-minded architects. I picked Cheltenham, an idiosyncratic typeface that was not only well-suited to the project’s requirements, but was one of the few I know that was designed by an architect, Bertram Goodhue. Recently, I designed a publications program for a girls’ school. I used a typeface that was designed by a woman and named after another, Zuzana Licko’s Mrs. Eaves. In both cases, my clients knew that the public would be completely unaware of the story behind the font selection, but took some comfort in it nonetheless. I did too.

5. Because it was there.

Sometimes a typeface is already living on the premises when you show up, and it just seems mean to evict it. “We use Baskerville and Univers 65 on all our materials, but feel free to make an alternate suggestion.” Really? Why bother? It’s like one of those shows where the amateur chef is given a turnip, a bag of flour, a leg of lamb and some maple syrup and told to make a dish out of it. Sometimes it’s something you’ve never used before, which makes it even more fun.

6. Because they made you.

And sometimes it’s something you’ve never used before, for good reason. “We use ITC Eras on all our materials.” “Can I make an alternate suggestion?” “No.” This is when blind embossing comes in handy.

7. Because it reminds you of something.

Whenever I want to make words look straightforward, conversational, and smart, I frequently consider Futura, upper and lower case. Why? Not because Paul Renner was straightforward, conversational, and smart, although he might have been. No, it’s because 45 years ago, Helmut Krone decided to use Futura in Doyle Dane Bernbach’s advertising for Volkswagen, and they still use it today. One warning, however: what reminds you of something may remind someone else of something else.

8. Because it’s beautiful.

Cyrus Highsmith’s Novia is now commercially available. He originally designed it for the headlines in Martha Stewart Weddings. Resistance is futile, at least mine is.

9. Because it’s ugly.

About 10 years ago, I was asked to redesign the logo for New York magazine. Milton Glaser had based the logo on Bookman Swash Italic, a typeface I found unimaginably dated and ugly. But Glaser’s logo had replaced an earlier one by Peter Palazzo that was based on Caslon Italic. I proposed we return to Caslon, and distinctly remember saying, “Bookman Swash Italic is always going to look ugly.” The other day, I saw something in the office that really caught my eye. It was set in Bookman Swash Italic, and it looked great. Ugly, but great.

10. Because it’s boring.

Tibor Kalman was fascinated with boring typefaces. “No, this one is too clever, this one is too interesting,” he kept saying when showed him the fonts I was proposing for his monograph. Anything but a boring typeface, he felt, got in the way of the ideas. We settled on Trade Gothic.

11. Because it’s special.

In design as in fashion, nothing beats bespoke tailoring. I’ve commissioned custom typefaces from Jonathan Hoefler and Tobias Frere-Jones and Joe Finocchiaro, and we’re currently working with Matthew Carter and Chester. It is the ultimate indulgence, but well worth the extra effort. Is this proliferation? I say bring it on.

12. Because you believe in it.

Sometimes I think that Massimo Vignelli may be using too many typefaces, not too few. A true fundamentalist requires a monotheistic worldview: one world, one typeface. The designers at Experimental Jetset have made the case for Helvetica. My partner Abbott Miller had a period of life he calls “The Scala Years” when he used that typeface almost exclusively. When the time is right, I might make that kind of commitment myself.

13. Because you can’t not.

Princeton Architectural Press is about to publish a collection of essays I’ve written, many of which first appeared here on Design Observer. I wanted it to feel like a real book for readers — it has no pictures — so I asked Abbott to design it. He suggested we set each one of the 79 pieces in a different typeface. I loved this idea, but wasn’t sure how far he’d want to go with it. “What about the one called ‘I Hate ITC Garamond?’” I asked him. “Would we set it in ITC Garamond?” He looked at me as if I was crazy. “Of course,” he said.

Filed under: Design Principles

Dieter Rams 10 Principles of Good Design

Good design is innovative.

It does not copy existing product forms, nor does it produce any kind of novelty just for the sake of it. The essence of innovation must be clearly seen in all of a product’s functions. Current technological development keeps offering new chances for innovative solutions.

 

Good design makes a product useful.

The product is bought or used in order to be used. It must serve a defined purpose — in both primary and additional functions. The most important task of design is to optimize the utility of a product’s usability.

 

Good design is aesthetic.

The aesthetic quality of a product is integral to its usefulness because products we use every day affect our well-being. But only well-executed objects can be beautiful.

 

Good design helps us to understand a product.

It clarifies the product’s structure. Better still, it can make the product talk.
At best, it is self-explanatory.

 

Good design is unobtrusive.

Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression.

 

Good design is honest.

It does not make a product more innovative, powerful or valuable than it normally is. It does not attempt to manipulate the consumer with promises that cannot be kept.

 

Good design has longevity.

It does not follow trends that become outdated after a short time. Well designed products differ significantly from short-lived trivial products in today’s throwaway society.

 

Good design is consequent to the last detail.

Nothing must be arbitrary. Thoroughness and accuracy in the design process shows respect toward the user.

 

Good design is concerned with the environment.

Design must make contributions toward a stable environment and sensible raw material situation. This does not only include actual pollution, but also visual pollution and destruction of our environment.

 

Good design is as little design as possible.

Less is better — because it concentrates on the essential aspects and the products are not burdened with non-essentials. Back to purity, back to simplicity!

Filed under: Design Principles

LINKS

BROOKLYN ART & DESIGN

Welcome to the Brooklyn Art & Design blog. This is a resource, reference, and inspiration site for typography, design, art, media, and of course, all things Brooklyn.

CONTACT

TEL 347.275.5825
E-MAIL bkartanddesign@gmail.com
WEB bkartanddesign.com
AIM / SKYPE bkartanddesign

PERSONAL LINKS

SOME QUOTES TO LIVE BY

I think advertising should be like poison gas. It should grip you by the throat, it should bowl you over, it should knock you on your ass.
GEORGE LOIS
Fonts are like cologne, a bad choice speaks louder than a good one.
JUSTIN FIENSTIEN
Good design goes to heaven. Bad design goes everywhere!
THE DESIGNERS REPUBLIC
I love deadlines. I like the whooshing sound they make as they fly by.
DOUGLAS ADAMS
Design is easy. All you do is stare at the screen until drops of blood form on your forehead.
MARTY NEUMEIER
The distance between insanity and genius is only measured by success.
BRUCE FEIRSTEIN
Creativity is allowing yourself to make mistakes. Design is knowing which ones to keep.
SCOTT ADAMS
Good design is good business.
THOMAS J. WATSON
Design trends online change more often than the wind, and slightly less often than my socks.
SULEIMAN LEADBITTER
Art is like masturbation. It is selfish and introverted and done for you and you alone. Design is like sex. There is someone else involved, their needs are just as important as your own, and if everything goes right, both parties are happy in the end.
COLIN WRIGHT
The life of a designer is a life of fight against the ugliness.
There is no design without discipline. There is no discipline without intelligence.
MASSIMO VIGNELLI
Practice safe design, use a concept.
PETRULA VRONTIKIS
Math is easy, design is hard.
JEFFREY VEEN
I hate to advocate drugs, alcohol, violence, or insanity to anyone, but they've always worked for me.
HUNTER S. THOMPSON
I have a brain and some hands and every once in a while it feels like they’re working together. Those are the best moments.
People ignore design that ignores people.
FRANK CHIMERO
Vision without execution is hallucination.
THOMAS EDISON
Your time is limited, so don't waste it living someone else's life. Don't let the noise of others opinions drown out your own inner voice. And most importantly, have the courage to follow your heart & intuition.
It's not the consumers job to know what they want.
Stay hungry, stay foolish.
STEVE JOBS
A master in the art of living draws no sharp distinction between his work and his play; his labor and his leisure; his mind and his body; his education and his recreation. He hardly knows which is which. He simply pursues his vision of excellence through whatever he is doing, and leaves others to determine whether he is working or playing. To himself, he always appears to be doing both.
L.P. JACK

PARTNERS

Brooklyn Art & Design is a small design agency specializing in identity, brand development & communications solutions.

1974 is an international creative agency based in New York City & Rio De Janeiro.

Permanent Press Records is a digital audio production studio, specializing only in GOOD music.

PHOTO CREDITS

The photograph for Brooklyn Art & Design is courtesy of Jake Dobkin. A beautiful rooftop view of Industry City, a waterfront industrial complex located in Sunset Park, Brooklyn. To see more of Jake's amazing images, please visit his website www.bluejake.com.
The photos for 1974 & Permanent Press Records are courtesy of Brooklyn Art & Design.
The header image of the Brooklyn Bridge is by Irving Underhill taken in 1913. Additional photo manipulation provided by Brooklyn Art & Design.